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Posts by Squad

  • Mapcore CSGO Server

    • Squad
    • January 12, 2013 at 12:14 PM

    Can we playtest my map then as well?

  • The random model thread!

    • Squad
    • January 11, 2013 at 8:43 PM

    Finally making my first steps into modelling

    It's nothing too special in comparison with what the rest is posting here, but I'm quite excited about it and eager to learn more.

    I should note that I build it in Hammer first and then imported it in XSI. I wouldn't know how to get the scale right otherwise.Anyone has any tips on that?

    It has a collision model so that you can shoot and jump through it (took me a while to figure that out!). Btw, it's a window in case you didn't notice!

    [Blocked Image: http://users.telenet.be/gus/window01.jpg][Blocked Image: http://users.telenet.be/gus/window02.jpg]

    I find UVMapping to be one of the hardest parts (in comparison, that is, at the moment I'm trying simple models only obviously). Is there a way to see all the faces on the UV map while mapping the whole thing? While making this I could only see what I had selected which made it almost impossible to put everything nice next to each other. It's overlapping in quite some places, as you can see below.

    [Blocked Image: http://users.telenet.be/gus/window_uv.jpg]

    Also, does anyone know if it's possible to make a model with breakable parts? I'd like to make the inner parts of the window breakable, so that you must shoot them to be able to jump through the window, right now they're not in the collision mesh.

  • CSGO Bomb and Hostage Villa map

    • Squad
    • January 7, 2013 at 12:45 AM

    What FMPONE and Puddy said. Demolition would be the more obvious choice, I guess. But since it's has its own weapon system it depends if you're up for that. If not, then it should be possible to make it a nice Defuse map if you make some more thorough changes.

    Overall, a great improvement over the first version we played! Keep it up

  • Mapcore CSGO Server

    • Squad
    • January 4, 2013 at 5:16 PM

    I see your point, but there's no disadvantage for the CT's in that regard. They don't get the punishment for being to slow to buy.

  • de_souq

    • Squad
    • December 31, 2012 at 3:06 PM

    Looking very nice! I usually don't like seeing dust textures in maps, but you managed to fit them together with other more colourful textures very well. I like that!

    In the 4th shot I don't quite like the transition of the dirt to the stone floor (left side). How about the dirt overlapping the stone? Or perhaps a small trim for the stone path would fix it?

    Also, the side of the stone path looks pitch black. I had the same problem in my map and scaling down the lightmaps of that face (to 4 or even 2) usually solves it.

    Can we see a topdown view of the layout?

  • Mapcore CSGO Server

    • Squad
    • December 30, 2012 at 9:33 PM

    Thanks, Puddy!

    I think it's funny nobody mentioned anything about the T spawn though

  • Looking for New Project

    • Squad
    • December 30, 2012 at 9:29 PM

    Wow! Would you be interested in doing some prop models for by any chance?

    Can't pay you though

  • Mapcore CSGO Server

    • Squad
    • December 29, 2012 at 11:24 PM

    Fun test everyone!

    Here's some comments about Puddy's map.

    Firstly, it's a lot more fun than the previous one Especially the 2-story area is a great chokepoint.

    The picture speaks for itself mostly. The T route on the left side is a bit redundant (I don't think it was used a lot in the playtest), it's a lot longer to take than the upper route. It's good there is a second path leading to this area, but I would make it equally long as the upper path. Actually, perhaps it would not be bad to make it a slightly faster route into that area giving it its own advantage (the upper route's advantage is, well, it's upstairs so you're in a better position there (and you can also jump down, it's harder to jump up from the lower floor).

    I would consider removing one of the large rooms on the right flank (the other becomes bombsite B) and moving the bomb site closer to the middle of the map. I haven't deleted/added any extra paths on that side (I'll leave that up to you if you'd go with this ), but that would obviously require some thought put into. The whole bombsite could/should be redesigned, but I would keep the 2-story element somehow.

    On a visual note. You now have 2 large lobby halls as spawns. Why not make one side of the map a completely different part of an airport (the behind-the-scenes areas perhaps)? It would greatly help in identifying seperate parts of the map (which was not easy now, but then again, it's due to the dev textures as well) and give the map more variety.

    [Blocked Image: http://users.telenet.be/gus/de_placeholder.jpg]

    Then Rick's de_favela.

    Very nice map with solid and fun gameplay. As mentioned before, only a few things I'd change:

    The narrow windows are too powerful (unless you're Evert and await anyone appearing on such window with an AWP ).

    A T that leaves his spawn a couple of seconds too late and wants to go left has a good chance of getting sniped while crossing the long street (see picture) ... I could never cross that street without shit in my pants if I lost a few seconds in my spawn area. Just putting some cover where I draw the green box could solve this (a car/truck or something).

    [Blocked Image: http://users.telenet.be/gus/de_favela.jpg]

  • WIP in WIP, post your level screenshots!

    • Squad
    • December 29, 2012 at 5:45 PM

    Like so.

    [Blocked Image: http://users.telenet.be/gus/cistern_09_edit.jpg]

    Disclaimer: beware of awesome PS skillzz!

  • WIP in WIP, post your level screenshots!

    • Squad
    • December 29, 2012 at 5:40 PM
    Quote from blackdog

    about this two, especially the #06, i find the lighting excessively warm. On #09 i'm thinking that kind of room usually has cold lights (at least, reference I've seen I can compare)... I dunno if it would it possible to create some contrast between the top and bottom space.

    I would try contrasting lighting between the pathway (warm) and the waterreservoirs on both sides (cold). It would make the lighting more interessant, but also provide better player guidance. In real life there would be no need to lit the water anyway.

  • WIP in WIP, post your level screenshots!

    • Squad
    • December 29, 2012 at 4:33 PM

    Beautiful work. I especially like this shot!

    [Blocked Image: http://upload.habboi.co.uk/cistern_05.jpg]

  • Mapcore CSGO Server

    • Squad
    • December 29, 2012 at 11:52 AM

    Rick's map is great. I like the angles and elevations in its routes and the overall gameplay is a lot of fun. A few small things that should probably be fixed (the small windows had a too big advantage and a good CT sniper could take out a lot of T's who leave their spawn and take the left route a few seconds too late). But overall, it was very enjoyable! Would love to play it with more than 6 people though

    I also like the setting, well executed with a few nice and subtle custom details (the statue, the Brazilian flag decal, ... ).

    Rick, how about posting an overview here for people to see?

    Quote from OrnateBaboon

    Shame about de_ali being bugged. Was looking forward to it.

    Something probably went wrong when I was reuploading it (with a little fix) and Puddy was still downloading We tested it quickly after yesterday's playtest and everything seemed ok (except for some ropes being drawn to the map's origin, but I believe that has something to do with entities not restarting after the first round).

    There's gonna be a new attempt tonight though!

  • Mapcore CSGO Server

    • Squad
    • December 28, 2012 at 3:38 PM

    Cool

    I have a more updated version ready (with better clipping, especially for you, moroes ). I can upload it later or would that make things to complicated since some people might have the old version from the last failed playtest?

  • Mapcore CSGO Server

    • Squad
    • December 28, 2012 at 1:31 PM

    Nice one, Psy!

    What about tonight? Don't have lots free evenings in the next coming days (holidays stuff).

  • totally random texture thread

    • Squad
    • December 19, 2012 at 5:48 PM

    Nice textures!

  • cp_imbricatus

    • Squad
    • December 18, 2012 at 10:58 PM

    What's the main reason of doubt? Gameplay/gameflow issues or rather visual style coherency?

    I don't know if you have taken a break from the map for sometime, but from my experience that's something that often helps.

  • Mapcore CSGO Server

    • Squad
    • December 18, 2012 at 8:12 PM

    Thanks for trying, Puddy!

    I wouldn't mind helping out a bit financially for getting a better server somewhere?

  • Mapcore CSGO Server

    • Squad
    • December 18, 2012 at 6:36 PM

    I reuploaded a slightly updated version. Apparantly the cubemaps are lost when you rename the .bsp file after building cubemaps (which I did). They should be in the new zip file, as well as an updated overview which reflects the small changes I did to the layout (the overview in the older download probably won't work as I think I forgot to rename it to match .bsp).

    Sorry for the hassle!

  • de_ali (working name)

    • Squad
    • December 15, 2012 at 11:17 PM
    Quote from Puddy

    I don't think a balcony for T is a good idea and now that CT has gotten a nerfed balcony it shouldn't be necessary.

    Hm, I do think it might still be a bit too hard for T's without any other modifications. CT's could still just spray down from the balcony upon the only entrance to the courtyard, if that balcony isn't accessible.

    Let's see in the next playtest how this goes?

  • de_ali (working name)

    • Squad
    • December 15, 2012 at 11:12 PM
    Quote from moroes

    These modifications seems good indeed.

    In general I really liked your map ! Easy to learn with a quick gameplay and a good visual (except some ground textures), it was fun.

    My main complaint was about the CT side with the balcony. It was very frustrating in T side to be killed by a NME we didn't saw and after that, frustration to see that in T side we don't have a similar point to counter the CT. So I ask myself if it was possible to put a T point in this house to be able to counter the CT ?

    Also, for the next test, please do a first CLIP pass on the main path to have a fluid navigation

    Oh and I was ejected by this trailer (screen below). I though I was able to jump on it to reach the window...it's a false call for the player I think :

    In general it was fun, nice work !

    EDIT :

    I forgot this missed material here :

    Display More

    I forgot to mention that I also blocked off the main balcony overlooking the whole T's left flank. I've been putting some detail in the ground today, but it's not high on my todo-list so not finished yet. Clipping is being done now as well, so that should go a lot smoother in the next beta hopefully

    I'll see what I can do about the trailer pushing players away.

    Thanks for the comment, moroes!

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